Friendly Fighter

Shane Sangster's page

295 posts. Alias of Clebsch73.


Full Name

Shane Sangster

Race

Human

Classes/Levels

Monk (Kata Master) 4 / Rogue (Roof Runner) 2 HP TBD AC 19 T 19 FF 16 F 4 R 10 W 5 Perc 8 Init 3

Gender

Male

Size

medium, 5'8", 145 lb

Age

26

Alignment

LG

Languages

Common, Primordial, Dwarven, Elvish

Occupation

RHC

About Shane Sangster

Background Shane Sangster grew up in a comfortable middle class family in the southern Highlands of Risur, near Bole. I'm thinking people in this part speak with what we know as a Scottish accent. His parents were bureaucrats for the Risuri government. His life was turned upside down when a bomb went off and killed many government officials, including Shane's parents. The blast was attributed to Vekeshi terrorists. Shane went to an orphanage and from there was recruited to begin a secret training program for anti-terrorist espionage work. Partway through, the program was cancelled and Shane went on to more conventional espionage and police training.

He graduated and got his first assignment to serve as an undercover agent in Shale, posing as a working class singer/songwriter. He spent over a year in this role, reporting what he learned about what the working class revolutionaries were up to. He did not uncover any major plots and the time pretending to be upset with the government, writing protest songs, and the like, allowed him to work out some of his anger over the loss of his parents, the propaganda he was indoctrinated with in the secret training program, and more normal coming of age issues.

He had a love affair that almost tempted him into giving up his job and settling with a woman, but he got a transfer to Flint to be a regular constable. About then, he discovered she was planning a bombing of a big corporate enterprise and he had to turn her in. He threw himself into service in Flint, working on some important missions, solving some big cases, and eventually got reassigned to the present office.

Shane enjoys a good time, but when he is on duty, he's pretty serious. He is not very interested in some of the new technology, only carrying weapons that he is required to. He prefers to use improvised weapons or his hands in a fight. He meditates regularly, maintaining some of the special techniques he learned that allow him to see in complete darkness, go ethereal for short periods of time, and move with unnatural speed.

Human Unchained Monk (Kata Master) 4 / Unchained Rogue (Roof Runner) 2
LG Medium Humanoid (Human)
Init +3; Senses Perception +8

DEFENSE
AC 19, touch 19, flat-footed 16 (+3 Dex, +1 Dodge, +1 Monk, +4 Wis)
hp TBD (4d10, 2d8)
Fort +4 Ref +10 Will +5
Defensive Abilities Evasion

OFFENSE
Speed 50 ft.
Melee Unarmed Strike +7 (1d8+2) or TBD
Ranged TBD
Special Attacks flurry of blows, sneak attack (+1d6)

STATISTICS
Str 14 Dex 16 Con 10 Int 10 Wis 18 Cha 14
Base Atk +5 CMB +7 CMD 26
Feats Catch Off-Guard, Combat Reflexes, Dodge, Improved Grapple, Mobility, Spring Attack, Unarmed Strike, Weapon Finesse
Theme Feat Docker's Jank
Traits No Escape, Affable
Skills Acrobatics +12, Appraise +4, Bluff +9, Climb +7, Craft (Songwriting) +4, Diplomacy +9, Disable Device +7, Escape Artist +10, Intimidate +6, Knowledge (Dungeoneering) +4, Knowledge (Engineering) +1, Knowledge (Geography) +1, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Nature) +1, Knowledge (Nobility) +1, Linguistics +5, Perception +8, Perform (Strings) +8, Profession (Constable) +8, Ride +7, Sense Motive +9, Sleight of Hand +7, Stealth 10, Swim +7, Use Magic Device +6
Languages Common, Primordial, Dwarven, Elvish
SQ fast movement, Ki Pool (6), Ki Powers (Empty Body), Roof Running, Tumbling Descent, Finesse Training, Rogue Talents (Darkvision), Panache Pool (2), Deeds (Derring-Do, Dodging Panache, Menacing Swordplay)
Combat Gear Headband of Alluring Charisma +2, Belt of Incredible Dexterity +2, Circlet of Persuasion
3500 gold yet to be spent

Feats:
1st level: Combat Reflexes
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

1st level (human bonus): Dodge
Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

1st level (Monk Bonus): Improved Grapple
You are skilled at grappling opponents.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.

2nd Level (Monk Bonus): Catch Off-Guard (Combat)
Foes are surprised by your skilled use of unorthodox and improvised weapons.
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

3rd level: Mobility
You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.

5th level: Spring Attack (Combat)
You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Normal: You cannot move before and after an attack.

Rogue: Finesse training
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Theme Feat: Docker’s Jank
In a band, every musician has to know his band mate’s parts in case they need someone
to pick up the slack.
Benefit: You may select up to four allies to be affected by this feat. Once per combat,
each ally may, as swift action, attempt the aid another action, granting another ally
(or yourself) either a +1 bonus on his next attack roll or a +1 bonus to his AC. You
can switch your four chosen allies if you spend a few hours training with them. If
you choose Docker’s Jank as your character’s theme feat, the party’s Prestige with
Flint starts at 2 instead of 1. See “Prestige,” page 14.
Special: You can acquire only one theme feat.


Traits:
No Escape (Combat)
Struggle as they might, ne’er-do-wells and vagrants are hard pressed to evade the law once in your clutches.
Benefit(s): You gain a +1 trait bonus on combat maneuver checks to lawfully and nonlethally restrain a creature you’ve witnessed commit a crime.

Affable
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you.
Benefit(s): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.


Monk features:
Weapon and Armor Proficiency
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
Monks are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.
A monk need not have any of the prerequisites normally required for these feats to select them.

Flurry of Blows
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
The damage dealt by a monk’s unarmed strike is determined by the unarmed damage column on Table: Monk Unchained. The damage listed is for Medium monks.

Evasion
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Su)
At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

Ki Pool (Su)
At 4th level, a kata master can treat ki points as panache points for any swashbuckler deed gained through this archetype. This ability modifies ki pool.

Ki Power (Su)
At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Unless otherwise noted, a monk cannot select an individual ki power more than once.

Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk’s ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.


Kata Master Features:
Kata Master Archetype
The kata master takes the visual aspect of his martial art to its logical extreme, harnessing her flowing movements and skilled maneuvers as a psychological weapon against her enemies. A kata master forsakes the mental discipline of her more contemplative brethren in favor of these flamboyant exhibitions. She often performs in staged fights and tournaments, utilizing stylized forms to amaze the audience and shock and dismay her opponents.

Panache
At 1st level, a kata master gains the swashbuckler’s panache class ability. At the start of each day, a kata master gains a number of panache points equal to her Charisma bonus (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than his Charisma bonus (minimum 1). A kata master gains the swashbuckler’s derring-do and dodging panache deeds. A kata master can use an unarmed strike or monk special weapon in place of a light or one-handed piercing melee weapon for granted swashbuckler class features and deeds.
This ability replaces stunning fist.

More than just a lightly armored warrior, a Kata Master is a daring combatant. She fights with panache: a fluctuating measure of a Kata Master’s ability to perform amazing actions in combat. At the start of each day, a Kata Master gains a number of panache points equal to her Charisma modifier (2). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (2), though feats and magic items can affect this maximum. A Kata Master spends panache to accomplish deeds (see below), and regains panache in the following ways.

Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.

Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.

Deeds
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (+2) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.


Rogue Features:
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents
As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.

Darkvision (Su) (Ninja Trick): Benefit: This trick allows the ninja to use her ki to enhance her sight, granting darkvision out to a range of 60 feet. Using this trick is a standard action that costs 1 ki point. The enhanced senses last for 1 hour.

Roof Runner Features:
Roof Runner Archetype
A specialized urban acrobat, the roof runner makes her home high atop the spires and gables of great cities. She is skilled at traveling these uneven surfaces at full speed, performing daring leaps and deftly balancing upon narrow and precarious ledges.

Roof Running (Ex)
At 1st level, a roof runner becomes entirely adept at moving across the tops of buildings, spires, and similar locations. Provided she is wearing light armor or no armor, the roof runner can move at full speed while traveling across the tops of buildings or similar structures, and takes no penalties on any Dexterity-based Skill checks or Reflex saves that might be incurred from moving about on a roof.
This ability replaces trapfinding.

Tumbling Descent (Ex)
At 2nd level, a roof runner can use her Acrobatics skill to attempt a rapid descent from a rooftop or another surface, ricocheting against another surface and then diving through an opening (such as a balcony or window) directly below. So long as she has at least two surfaces no farther than 10 feet apart to bounce against, she can ricochet her body back from one to the next, descending great distances with a single check. The DC is 10 + 5 for every additional 10-foot increment descended beyond the initial 10 feet dropped. If she fails, she falls the full distance.
This ability replaces trap sense.

First version:
Human Monk (Kata Master) 3
Medium Humanoid (Human)
Init: +2; Senses Use Espionage School/Wis/Lvl +8

Defense
AC 16, touch 16, flat-footed 13 (+2 Dex, +3 Wisdom, +1 Dodge)
AC versus AOO caused by movement out of threatened square: 20 (normal and touch).
hp 23 (3d8) [9 + 7 + 7]
Fort +3 Ref +5 Will +6
SQ: Evasion, mobility

Offense
Speed 40 ft.
Melee Unarmed +4 (1d6+2) or Temple Sword +4 (1d8+2/19-20) Flurry of Blows: 2 attacks unarmed, temple sword, disarm, sunder, or trip CM, +3
Flurry of Blows Starting at 1st level, a monk can make a flurry of blows as a full-attack action.

When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).

For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Ranged +1 Shuriken +5 (1d2+3/10') or Sling +4 (1d4+2/50')
SA Panache (3 points) (Deeds: Derring-Do, Dodging Panache, Menacing Swordplay), Improved Unarmed Strike, Flurry of Blows
[Spoiler=Panache]Panache (Ex) (Kata Master version)
A kata master is a daring combatant. She fights with panache: a fluctuating measure of a kata master’s ability to perform amazing actions in combat. At the start of each day, a kata master gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A kata master gains the swashbuckler's derring-do and opportune parry and riposte deeds. A kata master spends panache to accomplish deeds (see below), and regains panache in the following ways.

•Critical Hit with a Light or One-Handed Piercing Melee Weapon or unarmed strike or monk special weapon: Each time the kata master confirms a critical hit with any of these attacks, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the kata master's character level doesn't restore panache.

•Killing Blow with a Light or One-Handed Piercing Melee Weapon or unarmed strike or monk special weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with any of these attacks while in combat, he regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the kata master's character level to 0 or fewer hit points doesn't restore any panache.

Deeds
Kata masters spend panache points to accomplish deeds. Most deeds grant the kata master a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the kata master has at least 1 panache point, but do not require expending panache to be maintained. A kata master can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the kata master has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a kata master can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Menacing Swordplay (Ex): At 3rd level, while she has at least 1 panache point, when a swashbuckler hits an opponent with a light or one-handed piercing melee weapon, she can choose to use Intimidate to demoralize that opponent as a swift action instead of a standard action.

Statistics
Str 14 Dex 14 Con 10 Int 10 Wis 16 Cha 16
Base Atk +2; CMB +5 (+7 to grapple); CMD 20 (22 vs.Grapple)
Feats Combat Reflexes, Dodge, Improved Grapple, Mobility

Feats
Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Combat Reflexes (Combat) (level 1)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge (Combat) (Human bonus, level 1)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Improved Grapple (Combat) (Monk Bonus Feat 1)
You are skilled at grappling opponents.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.

Evasion (Ex) (Monk level 2)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Mobility (Combat) (Level 3)
You can easily move through a dangerous melee.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.

Docker’s Jank
Benefit: You may select up to four allies to be affected by this feat. Once per combat, each ally may, as swift action, attempt the aid another action, granting another ally (or yourself) either a +1 bonus on his next attack roll or a +1 bonus to his AC. You can switch your four chosen allies if you spend a few hours training with them. If you choose Docker’s Jank as your character’s theme feat, the party’s Prestige with Flint starts at 2 instead of 1. See “Prestige,” page 14.

Background Espionage School +4, Streetwise +3, Street Performer +1
After entering an RHC Officer Training Program, Shane qualified for training in espionage, learning about stealth, sabotage, lock-picking, sleight of hand, cryptography, and other skills useful for a spy; For past few years, he's been working under cover in various working class situations, posing as a Docker, learning of events on street, illegal activities, identifying dissidents, etc.; As part of his cover, he does street theater, plays guitar, and writes songs and poetry that he reads aloud.

Languages: Common, Primordial

Gear 5 +1 Shuriken (in a series of sheaths along his belt), dagger in wrist sheath, Sling, 5 sling bullets, 5 smoke bullets, lockpick tools belt pouch, temple sword, 1 sunrod, 2 potions of aid, black jumpsuit and balaclava, fish hook and fishing line, compass, Steel Mirror, 3 candles, 1 dose vermin repellent, waterproof vial with 5 tindertwigs, belt pouch, grappling hook, and 100 feet of silk rope. Weight of gear = 29 lb. Light encumbrance (up to 43 lb).

gear details
Smoke Bullet: Smoke bullets require only a successful touch attack to release the smoke. When they strike a target, they burst, releasing a cloud of noxious gas that requires the creature struck to attempt a DC 13 Fortitude save. If the save fails, the target is nauseated for 2 rounds. Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Sunrod: This 1-foot-long, gold-tipped iron rod glows brightly when struck (a standard action). It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.

Potion of Aid: Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level. Spell Level: 2; Caster level: 3. Duration: 3 minutes.